International organization

From Europa Universalis 5 Wiki
Jump to navigation Jump to search
Holy Roman Empire international organization

An international organization is a group of countries that have banded together in some kind of agreement, sometimes targeting another country. Most international organizations have their own laws and and may or may not have a leader, and its leader may be a country or a character.

International organizations the country joins will automatically be assigned to a control group.

Common international organizations[edit | edit source]

The following international organizations may be created by countries throughout the game.

Organization type Leader Member effects Leader effects Laws Join requirements
Colonial Federation icon
Colonial Federation
A group of different colonial governments that have banded together to get protection from their enemies and benefit from mutual cooperation and growth.
Yes
  • Scaled by population relative to leader
    • Monthly Prestige −0.02 Monthly Prestige
Monthly Prestige +0.05 Monthly Prestige
  • Mutual defense law.png Mutual Defense
  • Mutual offense law.png Mutual Offense
  • Colonial Revolution situation is active
  • Shares primary culture or religion with the leader
  • Capital is on same sub-continent as leader's capital
  • Subject type colonial nation.png Colonial Nation subject type
  • NoIO default.png Member of a Colonial Federation
Defensive League icon
Defensive League
A Defensive League is a group of Countries that mutually agree to defend each other if any of them is being declared War upon.
No No Leader Mutual defense law.png Mutual Defense
  • Yes Independent
  • NoIO defensive league.png Member of a Defensive League
Tribal Confederation icon
Tribal Confederation
A group of different tribes that have banded together to get protection from their enemies and benefit from mutual cooperation and growth.
Yes
  • Scaled by population relative to leader
    • Monthly Prestige −0.02 Monthly Prestige
    • Monthly Tribal Cohesion −0.02 Monthly Tribal Cohesion
  • Monthly Prestige +0.05 Monthly Prestige
  • Monthly Tribal Cohesion +0.05 Monthly Tribal Cohesion
  • Mutual defense law.png Mutual Defense
  • Mutual offense law.png Mutual Offense
  • Tribe.png Tribe government type
  • No IO tribal confederation.png Member of a Tribal Confederation

Coalition[edit | edit source]

Coalitions can be created targeting countries with at least 50[1] antagonism. Other countries can join the coalition if they have diplomatic range to the target and less than −50 opinion and more than 50 antagonism towards the target. Countries cannot join more than one coalition targeting a given country, but can otherwise join multiple coalitions. Countries cannot join coalitions targeting their overlord or subject, a member of their union, or if they are at war with, have a truce with, or have given an Anti Coalition Treaty to the target; countries that have any of those conditions or have less than 30 antagonism towards the target automatically leave the coalition unless they are at war with the target. Countries can leave on their own unless they are at war with the target.

Countries in a coalition gain the Cb take capital coalition.png Coalition casus belli against the target, and all members of the coalition automatically join any war against the target involving another member.

Union[edit | edit source]

A union is created when a country's ruler or heir is also the heir of another country due to royal marriage. Any additional country that later has the same ruler will join the Union as well. Members of a Union will join each other's defensive wars and cannot declare war on each other.

Once the same character is the ruler of two or more countries at the same time, the Union between those countries will be expanded with additional mechanics. Every member of a union has an Integration Level, which starts at 0 and is increased if the member is part of the Union when a centralization law is implemented. With the final centralization policy, all Junior Partners which have the same level as the Union get unified by the Senior Partner. Every union has 7 laws: Union Foundation, Mutual Offence, and 5 centralization laws which must be passed in order:

  1. Union codified inheritance law.png Codified Inheritance
  2. Union economic law.png Economy of the Union
  3. Union diplomatic law.png Diplomatic Liberties
  4. Union diplomatic law.png Legislature of the Union
  5. Union unification of crowns law.png Question of Unification

The Union Foundation law starts set to the Maintain Federal Status policy. If its policy is changed to Establish Seniority, the member with the highest Great Power Score will become the Senior Partner and the Union will be renamed after their primary culture. Every member who is weaker than the Senior Partner will gain the Union Independence casus belli on it, and every member who is equal or stronger than the Senior Partner will gain the War for Seniority casus belli on it. In addition, the Parliament tab will become available. After any centralization law has been passed and all Union members have been part of the international organizations for at least 5 years, the Senior Partner can call the parliament. This will start a parliamentary debate that raises every member's Integration Level to that of the Senior Partner if it passes.

Catholic Church[edit | edit source]

Catholic Church

Catholic Church is made up of all countries that have Catholicism as their primary religion. Its leader will always be Papal States, who unlocks the Excommunicate and Place Interdict diplomatic actions. The estates of all members of the Catholic Church will pay a Gold tithe to Papal States equal to 1 Gold multiplied by their percentage of population compared to all other estates of member countries. During the Western Schism situation, estates from countries that side with Toulouse will pay the tithe to Toulouse instead of Papal States.

The Catholic Church has 7 laws. They cannot be changed unless the Council of Trent situation is active.

  • Cc papal authority.png Papal Authority is set to Ultramontanism
  • Cc indulgences.png The Purchase of Indulgences is set to Cum Postquam
  • Cc simony.png Simony is set to Beatior Ist Largitas
  • Cc marriage of priest.png The Marriage of Priests is set to In Rito Romano
  • Cc veneration of saints and reliquaries.png Veneration of Saints and Reliquaries is set to Sunt in Regno Dei
  • Society of jesus.png Society of Jesus is set to Dominus Ac Redemptor Noster
  • Cc witchcraft.png Persecution of Witchcraft is set to Sicut Malefici Aegyptii

The Catholic Church has the Curia special status, which is given to any country that has cardinals. The Curia special status is removed if it no longer has cardinals. Countries with the Curia special status will vote on Papal Bulls. They will vote in favor of any Papal Bull except Excommunication and Call for Crusade, which may be rejected. The voting power of each country is equal to how many cardinals it has.

The Catholic Church has a tab called Papal Bulls, which allows its member countries to spend 50 Religious Influence to start a debate which lasts 180 days. After the debate passes, the Catholicism religion will gain a positive modifier for 10 years.

Papal Bull Modifier
Apostolicae Servitutis
  • Clergy Estate Satisfaction Equilibrium +10% Clergy Estate Satisfaction Equilibrium
Benedictus Deus
  • Pop Conversion Speed % +33% Pop Conversion Speed %
Christiana Pietas
  • Tolerance of Heathen Beliefs +2 Tolerance of Heathen Beliefs
Dei Gratia Rex
  • Estates Satisfaction Equilibrium +5% Estates Satisfaction Equilibrium
Immensa Aeterni Dei
  • Institution Growth +10% Institution Growth
In Coena Domini
  • Maritime Presence % +25% Maritime Presence %
Libertas Ecclesiae
  • Imperial Authority Modifier +20% Imperial Authority Modifier
Illius Qui Se Pro Divini
  • Antagonism Received −20% Antagonism Received
  • IO crusade.png Unlocks Call for Crusade after 1437

Excommunication[edit | edit source]

Excommunication is possible during the Age of Traditions and Age of Renaissance and can be done in two ways:

  • Members of the international organization can propose the Excommunication Papal Bull, which must be voted and passed.
  • Papal States can use the Excommunicate diplomatic action.

Excommunicated rulers gain a modifier which gives the following penalties:

  • Monthly Devotion −0.1 Monthly Devotion
  • Monthly Legitimacy −0.1 Monthly Legitimacy
  • Monthly Prestige −0.2 Monthly Prestige
  • Monthly Religious Influence −0.1 Monthly Religious Influence
  • Monthly Republican Tradition −0.1 Monthly Republican Tradition
  • Papal Relations −100 Papal Relations
  • All Catholic countries lose -100 Opinion with the ruler's country
  • Every neighbor Catholic country gains the Excommunicated Ruler casus belli against the ruler's country, unless their ruler has the same modifier

Papal States will unlock the Lift Excommunication diplomatic interaction with countries with an excommunicated ruler, and these countries will unlock the Request Lifting Excommunication diplomatic action with Papal States.

Crusade[edit | edit source]

An eighth Papal Bull is Call for Crusade, which can only be suggested by members who are independent before 1437 or while the Illius Qui Se Pro Divini Papal Bull is passed. Only one Crusade can be active at a time. Once selected, a country must be selected as target. Curia will vote for or against the Crusade depending on their opinion with both the target and the country proposing the Crusade, as well as their relative strength compared to the target. Only countries that meet the following criteria can be selected as target:

  • Different religion group
  • Country rank is Kingdom or Empire
  • Owns any holy site of Catholicism
  • Discovered by Papal States
  • Not a subject or overlord of Papal States
  • Not at war, allied, or in a truce with the country proposing the Papal Bull.

If the Papal Bull is passed, a Crusade international organization is created and every country that voted yes will join it. Crusades have a Religious Zeal value, which ranges from 0% to 100% and increases the damage all members do to heathens in battle by a tenth of the Religious Zeal. Religious Zeal will increase or decrease depending on the number of members.

Holy Roman Empire[edit | edit source]

Holy Roman Empire

Countries can join the Holy Roman Empire if they have the same primary religion as its leader and are neighbours of a member of the international organization. Members of the Holy Roman Empire cannot increase their country rank. Antagonism on members of the Holy Roman Empire is increased by 75% and declaring war without casus belli on another member of the international organization costs 75% more. Countries cannot leave the Holy Roman Empire except via a peace treaty with its leader's country.

Holy Roman Empire uses a resource called Imperial Authority, which is used by the leader for enacting international organization laws. It is generated by every member, particularly if they are at peace, as well as by the total abilities of the international organization's leader. It is reduced if members of the Holy Roman Empire are subjugated by countries that are not members, or if locations in the region or North Germany or South Germany are owned by countries who are not members.

The leader of the Holy Roman Empire is a ruler decided by voting. Any country that is independent, has an heir, is not in a regency, and has Monarchy government can be voted, whether it's part of the international organization or not. The current leader cannot vote for their heir unless the Free Electorate policy has been implemented. The ruler of the country that has more than 50% of the votes becomes leader upon the current leader's death. If no country has more than 50% votes, the international organization will not have a leader until one of the countries does. If the new leader is the ruler of the same country as the previous one, the Holy Roman Empire will gain +5 Imperial Authority. The Members tab of the international organization will show underneath each AI elector whether they will vote for the player country or not. Hovering over their vote will display a detailed breakdown of why they will vote for their current choice. If the leader changes government type, it will trigger a new election. When a new leader is elected the following works of art will be moved to its country capital if not already: Imperial Crown, Imperial Orb, Coronation Evangeliar, and Saint Stephen's Purse.

The leader of the Holy Roman Empire gains +1 Diplomatic Capacity and +250 Great Power Score and unlocks the following diplomatic actions:

  • Enforce Peace
  • Intervene in War
  • Offer Guarantee
  • Support Rebels
  • Threaten War
  • Enforce Landfriede
  • Enforce Religious Unity
  • Demand Unlawful Territory
  • Ask for Election Support
  • Bolster Imperial Army
  • Imperial Ban
  • Interactions to give and revoke special statuses

Holy Roman Empire has 7 special statuses, which may or may not be allowed to suggest parliament agendas, depending on the parliament type:

Special status Effects Requirements Starting countries
Special status elector.png Prince-Elector Yes Can always suggest agendas Can only be given to up to 4 members with Monarchy government
  • Kingdom of Bohemia
  • Electorate of Saxe-Wittenberg
  • Electorate of Brandenburg
  • Palatinate of the Rhine
Special status archbishop elector.png Archbishop-Elector
  • Yes Can always suggest agendas
  • No Cannot change government type
Can only be given to up to 3 members with Theocracy government
  • Prince-Bishopric of Mainz
  • Prince-Bishopric of Cologne
  • Prince-Bishopric of Trier
Special status primas germaniae.png Primas Germaniae
  • Prestige +0.1 Monthly prestige
  • Government reform primas germaniae.pngprimas germaniae Has the Primas Germaniae government reform
Given to a Catholic Theocracy that has more than 20 Opinion with Papal States and 60 Prestige
Lost if the country has less than 0 Opinion with Papal States and 30 Prestige or changes primary religion
Prince-Bishopric of Mainz
Special status free city.png Free Imperial City
  • Global production efficiency.png +5% Production efficiency
  • Burghers estate target satisfaction.png +2.5% Burgher estate satisfaction equilibrium
  • Global monthly development.png +0.001 Monthly development
An urban location and additional requirements depending on the Free City Rights law All valid
Special status imperial prelate.png Imperial Prelate Given automatically to all members with Theocracy government unless they have the Archbishop-Elector status All valid
Special status imperial prince.png Imperial Prince Given automatically to all members with Monarchy government unless they have the Prince-Elector status All valid
Special status imperial peasant republic.png Imperial Peasant Republic Can only be given to countries with the Frisian Freedom or Peasant Republic government reform Republic of Frisia

The Holy Roman Empire has its own parliament, called Imperial Diet, which comes with its own set of parliament types and parliament issues. The parliament type can only be changed through the Imperial Diet law.

Parliament type Voting power Can suggest agendas
Emperor Special status elector.pngSpecial status archbishop elector.png Elector Special status free city.png Free Imperial City Special status primas germaniae.png Primas Germaniae Special status imperial prelate.png Imperial Prelate Special status imperial prince.png Imperial Prince Special status imperial peasant republic.png Imperial Peasant Republic
Court Assembly icon
Court Assembly
From the old days of Holy Roman Emperor Otto the Great Liudolfinger, the Court Assembly is an ancient and primitive style of assembly within the Holy Roman Empire. Due to the lack of codified processes, discussing law implementations with the Holy Roman Emperor tend to be not as efficient as they could be.
500 200 2.5 20 1 2 1
  • Special status free city.png Free Imperial City
  • Special status primas germaniae.png Primas Germaniae
Early Imperial Diet icon
Early Imperial Diet
The earliest form of Imperial Diet represents the traditional order of the Holy Roman Empire. Only the Prince-Electors, Archbishop-Electors, and Imperial Princes may participate, excluding Free Imperial Cities and lower ecclesiastical entities from the legislative process.
250 150 6.25 2 2 2.5 0 Special status imperial prince.png Imperial Prince
Bicamerial Imperial Diet icon
Bicamerial Imperial Diet
The Bicamerial Imperial Diet expands representation by granting voting rights to ecclesiastical dignitaries and princely rulers alike, forming two chambers within the Diet.
200 125 0 2 2.5 3 0
  • Special status primas germaniae.png Primas Germaniae
  • Special status imperial prince.png Imperial Prince
  • Special status imperial prelate.png Imperial Prelate
Tricamerial Imperial Diet icon
Tricamerial Imperial Diet
With the Tricamerial Imperial Diet, Free Imperial Cities finally gain a decisive voice. The Imperial Diet now consists of three chambers — ecclesiastical, princely, and civic — reflecting a more inclusive balance of power.
200 100 50 2 2.5 3 2.5 Yes All members

Holy Roman Empire has 4 laws. Only the leader's country can propose changing the laws, which must be voted for a year in the parliament. This prevents calling the parliament for 5 years but further laws can still be debated.

  • Monetary contribution.png Imperial Tax Law does not start with any policy.
  • Imperial religion.png Imperial Religion starts set to Catholicism.
  • Electorate religion law.png Electorate Religious Law starts set to Only Imperial Religion.
  • Golden bull.png Golden Bull starts set to Uncodified Electoral Order. If the law is changed to Seal the Golden Bull the international organization unlocks the following additional laws:
    • Imperial succession law.png Imperial Succession starts set to Agnatic Succession
    • Imperial voting law.png Imperial Voting starts set to Free Electorate
    • Electorate organization law.png Electorate Organization starts set to Electorate
    • Free city law.png Free Cities stars set to Free Cities
    • Free city rights law.png Free City Rights starts set to Only Germanic Free Cities
    • Military contribution.png Imperial Register stars set to No Military Contribution
    • Landfriede law.png Landfriede starts set to Absence of Landfriede
    • Imperial diet law.png Imperial Diet starts set to Traditional Diet
    • Perpetual diet law.png Perpetual Diet starts set to Traveling Diet
    • Power of the emperor law.png Power of the Holy Roman Emperor starts set to Kaisertum

If a country conquers the last member of the Holy Roman Empire, it will gain +20 Prestige.

Middle Kingdom[edit | edit source]

Middle Kingdom

Middle Kingdom is an international organization focused around Yuán. Its members change their societal values each month by +0.1 towards Sinicized and antagonism on members of the international organization is increased by 50%. Countries can join the Middle Kingdom if they are at peace, independent, or a subject of Yuán, and meet one of the following requirements:

  • Country capital is in the continent of Asia
  • Primary culture belongs to the Chinese culture group
  • Primary culture belongs to the Confucian-Influenced culture group
  • Primary religion belongs to the Buddhism religion group
  • Primary religion belongs to the Asian Folk Religions religion group

Members of the Japanese Shogunate cannot join the Middle Kingdom unless they are the Shōgun.

Members of the Middle Kingdom cannot increase their country rank to Empire, and countries that have that title rank cannot join the international organization. Subjects of Yuán automatically join the Middle Kingdom, and they cannot leave the international organization.

The leader of the Middle Kingdom will always be Yuán and receive the following bonuses:

  • Cultures capacity.png +50 Culture capacity
  • Diplomatic capacity.png +50% Diplomatic capacity
  • Great Power +50 Great power score
  • Yes Allows Tributary subjects

The Middle Kingdom has the Celestial Governor special status, which starts given only to Kingdom of Goryeo. The status can be granted and retracted by Yuán if the Cèfēng Tǐzhì law has its policy changed to Codified Cèfēng Tǐzhì. Two countries can have the Celestial Governor special status, or three if the Tiānxìa law has its policy changed to Expand the Tiānxìa. The special status gives the following bonuses:

  • Global distance from capital cost modifier.png −5% Proximity cost
  • Resource legitimacy.png +0.1 Monthly government power
  • Country cabinet efficiency.png +10% Cabinet efficiency
  • Monthly towards sinicized.png +0.2 Monthly progress to Sinicized

The Middle Kingdom has 6 laws:

  • Provincial governorship.png Provincial Governorship starts set to Established Provincial Governors
  • Tianxia.png Tiānxìa starts set to Restrict the Tiānxìa
  • Civil registration.png Civil Registration starts set to Delegated Civil Registration
  • Cefeng tizhi.png Cèfēng Tǐzhì starts set to Free Cèfēng Tǐzhì
  • Keju examination.png Kējù Examination starts set to Direct Appointment
  • Outwards view.png Outwards View starts set to Allow Trade

Members of the Middle Kingdom who have the Three Departments government reform can pay 20 Stability and a scaled amount of Gold to strengthen a ministry. Each modifier lasts for 20 years, during which no other ministry can be strengthened again.

Ministry Effects
Ministry of Justice
  • Monthly Rebel Growth −0.05% Monthly Rebel Growth
  • Pop Join Rebels Threshold −5% Pop Join Rebels Threshold
  • Pop Leave Rebels Threshold −5% Pop Leave Rebels Threshold
Ministry of Personnel
  • Efficiency of Our Cabinet +20% Efficiency of Our Cabinet
  • Cabinet Seats +1 Cabinet Seats
Ministry of Revenue
  • Maximum Tax +10% Maximum Tax
  • Income from Minting +10% Income from Minting
  • Minting Threshold +1% Minting Threshold
Ministry of Rites
  • Pop Conversion Speed % +10% Pop Conversion Speed %
  • Stability Investment +0.02 Stability Investment
Ministry of War
  • Logistics Distance +10% Logistics Distance
  • Army Maintenance −10% Army Maintenance
  • Fortification Maintenance −10% Fortification Maintenance
Ministry of Works
  • Build Gravel Road Cost −10% Build Gravel Road Cost
  • Build Modern Road Cost −10% Build Modern Road Cost
  • Build Paved Road Cost −10% Build Paved Road Cost
  • Build Railroad Cost −10% Build Railroad Cost
  • Buildings Cost −10% Buildings Cost

Yuán can pay 10 Stability, 20 Legitimacy and 10 Celestial Authority to proclaim a decree. Each decree lasts for 5 years, during which no other decree can be proclaimed again. The effects of decrees are increased by half of Yuán's cabinet efficiency, and by a further 1% for each member of the international organization. The effects will be further increased by 10% if a certain ministry has been strengthened at the same time.

Decree Minimum effects Ministry Synergy
Expand Palace Bureaucracy
  • Efficiency of Our Cabinet +15% Efficiency of Our Cabinet
Increase Tariff Control
  • Trade Efficiency +2.5% Trade Efficiency
Commence Infrastructure Works
  • Build Gravel Road Cost −15% Build Gravel Road Cost
  • Build Modern Road Cost −15% Build Modern Road Cost
  • Build Paved Road Cost −15% Build Paved Road Cost
  • Road Building Time −5% Road Building Time
Works
Conduct Population Census
  • Monthly Control +0.1% Monthly Control
  • Tax Efficiency +10% Tax Efficiency
Revenue
Issue Great Warnings
  • Estates Satisfaction Equilibrium +5% Estates Satisfaction Equilibrium
  • Revoke Privilege Cost −10% Revoke Privilege Cost
Justice
Reinforce Fortifications
  • Fort Buildings Cost −10% Fort Buildings Cost
War

Every decree reduces Celestial Authority by −0.1 each month. As long as the Kējù Examination law is not set to the Direct Appointment policy, Yuán can pay 3 Celestial Authority and a scaled amount of Gold every 3 years to remove this penalty and gain a courtier.

Yuán can pay 50 Stability, 10 Celestial Authority and a scaled amount of Gold to gain the Reshaped Bureaucracy modifier for 10 years, giving the following effects:

  • Efficiency of Our Cabinet +15% Efficiency of Our Cabinet
  • Cabinet Seats +1 Cabinet Seats

Japanese Shogunate[edit | edit source]

Japanese Shogunate

Japanese Shogunate is made up of all countries that either have their country capital inside the region of Japan or their primary culture is part of the Japanese culture group. Members of the Japanese Shogunate can only increase their country rank to Duchy and have Food access with each other. Antagonism on members of the international organization is increased by 50%. The leader of the Japanese Shogunate will always be Ashikaga, who gets +50 Great Power Score.

The Japanese Shogunate has two laws: Clan Residence, which starts with the Appointed Posts policy and can only be changed after the Nanbokuchō Jidai situation has ended, and Overseas Interaction, which starts with the Opened the Country policy and can only be changed after the Sengoku Jidai situation has ended. The laws can only be changed by Ashikaga while they are at peace and have at least 20 Stability.

The Japanese Shogunate has two special statuses. The Tennō special status has no effects but the Nanbokuchō Jidai situation will only end when only one country has it. The Shugo Daimyō special status is given to any country owns a Kokufu building and removed from any country that loses its last Kokufu building. Shugo Daimyō gives the following benefits:

  • Resource legitimacy.png +0.1 Monthly government power
  • Tax income efficiency.png +10% Tax efficiency
  • Country cabinet efficiency.png +10% Efficiency of our cabinet

As long as the Clan Residence law is set to the Appointed Posts policy, Ashikaga can give and destroy Kokufu buildings from other countries. Giving a Kokufu building costs 50 Prestige and a scaled amount of Gold and gives +7 Stability. Destroying a Kokufu building costs 10 Stability and 30 Legitimacy as well as 100 Opinion with the building's owner, who will gain the Rebel Against the Shōgun Authority casus belli for 4 years.

Members of the Japanese Shogunate that have the Extraterritorial country type and own any Yakata or Yamashiro building in a location owned by Ashikaga and is not at war with it can pay 10 Stability and 50 Prestige to gain a Kokufu building. The country will lose −50 Opinion with Ashikaga, who will gain the Reassert Shōgun Authority casus belli on the country for 4 years.

Shintō[edit | edit source]

Shintō

Shintō is made up of all countries that have Shintō as their primary religion and has no leader. Countries that are part of it gain access to the following actions in the Factions tab of the international organization:

Action Effects Cost Cooldown
Increase Literacy Global monthly literacy.png +0.05% Monthly Literacy for 5 years Honor.png 40 Honor 5 years
Appease the Temples Clergy estate target satisfaction.png +10% Clergy Estate Satisfaction Honor.png 10 Honor 2 years
Favor Buddhist Schools
  • Allows Sects Allows Sects
  • Clergy Power +30% Clergy Power
  • Monthly Honor −0.5 Monthly Honor
  • Monthly Purity −0.1 Monthly Purity
  • Yes Cancels Favor Kami Worship
  • Honor.png 70 Honor
  • Stability 20 Stability
10 years
Favor Kami Worship
  • Clergy Estate Satisfaction Equilibrium −5% Clergy Estate Satisfaction Equilibrium
  • Monthly Honor +1 Monthly Honor
  • Monthly Purity +0.2 Monthly Purity
  • Yes Cancels Favor Buddhist Schools
  • Honor.png 70 Honor
  • Stability 20 Stability
10 years
Balance Kami and Buddha
  • Yes Cancels Favor Buddhist Schools
  • Yes Cancels Favor Kami Worship
Honor.png 50 Honor 10 years

Swiss Confederation[edit | edit source]

Swiss Confederation

Swiss Confederation starts made up of 5 countries: Free City of Bern, Canton of Lucerne, Canton of Obwalden, Canton of Schwyz and Canton of Uri. Antagonism on members of the international organization is increased by 50%.

The effects of the Swiss Confederation are more flexible than those of other international organizations. They are decided through 6 laws:

  • Sc membership regulation.png Membership Regulation starts set to Native Swiss Only
  • Sc war politics.png War Politics starts set to Defensive Pact
  • Sc policy proposal frequency.png Policy Proposal Frequency starts set to Moderate Policy Proposals
  • Sc internal politics.png Internal Politics
  • Sc representative.png Swiss Representative
  • Sc unification.png Swiss Unification

The Swiss Unification law is unlocked by an event that will trigger when members of the Swiss Confederation have in total more than 350K population and are not in an offensive war. Once the law is set to any of the possible policies the following will happen:

  • Government type is changed to the one decided by the policy.
  • Country becomes Switzerland.
  • Gain the Autonomous Swiss Cantons government reform.
  • Gain a core on every location in the areas of Switzerland, Raetia and Romandy.
  • If country rank is County, it gets increased to Duchy.
  • Every location in Switzerland, Raetia and Romandy that is owned by a subject of a member of Swiss Confederation who is not part of the international organization will be annexed. If the subject is a human player it will have the option to prevent this.
  • Swiss Confederation is disbanded.

Tatar Yoke[edit | edit source]

Tatar Yoke

Tatar Yoke is an international organization focused around Golden Horde. Members of Tatar Yoke gain −0.005 Monthly Development and cannot declare war on each other without a casus belli. The leader of Tatar Yoke will always be Golden Horde, who gains +0.1 Monthly Prestige.

Tatar Yoke has the Grand Prince of Vladimir special status, which gives the following bonuses:

  • +0.0025 Monthly development
  • +0.1 Migration attraction

Only one country can have the Grand Prince of Vladimir special status. At the beginning of the game, it is given to the Grand Principality of Muscovy. Every 2 years, members of the international organization can ask Golden Horde to give them the special status. Golden Horde will always refuse if their opinion of the current Grand Prince of Vladimir is more than 75 or their opinion of the country sending the request is less than 50. Otherwise, the chance for Golden Horde to accept is random but guaranteed if its opinion of the country sending the request is higher than 100. If Golden Horde agrees, it will gain +50 Opinion with the new Grand Prince of Vladimir and −50 opinion with the old Grand Prince of Vladimir.

Tatar Yoke has a tribute that is paid in two steps. First, every member except Golden Horde and the Grand Prince of Vladimir pays an amount of Manpower and Gold that scales with its population. Then the Grand Prince of Vladimir sends those resources to Golden Horde.

Countries that are not members of Tatar Yoke cannot join it. In order for a member to leave the international organization, it must declare war on Golden Horde with the Break Free from the Tatar Yoke casus belli and win the war.

If Golden Horde is destroyed, the Tatar Yoke is destroyed and every member will gain the Expansion into the Steppes casus belli.

Īlkhānān[edit | edit source]

Īlkhānān

Īlkhānān is an international organization present in the region of Persia. Its members cannot increase their country rank to Empire and cannot leave the international organization. The leader of Īlkhānān gains +100 Great Power Score and will always join the defensive wars of any member who is attacked by a country who is not a member of Īlkhānān.

Īlkhānān starts without a leader. It has the Claimant to the Īlkhānān special status, which can be obtained at the cost of 5 Horde Unity by any country that has at least one character who is part of the Borjgin dynasty. The special status can only be lost as a result of a special treaty demanding it, which also prevents the country from obtaining the special status again for 5 years. Once only one country has the Claimant to the Īlkhānān special status, that country will become the leader of the Īlkhānān. At the start of the game 3 countries have the special status: Horde of Gurgan, Horde of Hüleguids, and Horde of Jalayirids.

High Kingship of Ireland[edit | edit source]

High Kingship of Ireland

High Kingship of Ireland is made up of all countries that have the Celtic Traditions government reform and their capital in the region of Ireland. Antagonism on members of the international organization is increased by 50%. The leader of the High Kingship of Ireland gains +0.1 Monthly Prestige and +50 Great Power Score. The leader of the High Kingship of Ireland cannot increase their country rank above Duchy, and other members cannot increase their country rank at all.

The leader of High Kingship of Ireland is led by an adult ruler decided by voting. The character that has more than 50% votes becomes the next leader. Only adult rulers and heir from countries with Monarchy or Tribe government type that are not a subject of another member of the international organization can be voted. Every member of the international organization has a number of votes equal to its Great Power Score. At the start of the game, the High Kingship of Ireland has no leader.

Members can only leave the High Kingship of Ireland if their capital is no longer located in the region of Ireland, or they join the High Lordship of Ireland.

Lordship of Ireland[edit | edit source]

Lordship of Ireland

Lordship of Ireland is made up of Pale and all countries with the capital in the region of Ireland that want to join. Antagonism on members of the international organization is increased by 50%. Members of the Lordship of Ireland gain +20% Fort Defense but cannot increase their country rank. Pale also gains +50 Great Power Score.

Countries can join the Lordship of Ireland if they are subjects of Pale or have more than 50 Opinion with it. Members of the international organization have one of three special statuses:

  • Members that are not subjects of Pale nor in a union with it have the Absentee special status, which gives +0.1 Monthly Prestige and allows the country to leave the organization and join High Kingship of Ireland.
  • Members that are subjects of Pale or in a union with it have the Loyalist special status.
    • Pale can upgrade the special status of one country from Loyalist to Lieutenant, which gives +0.2 Monthly Prestige and +1 Diplomatic Capacity. Pale can revert the decision at any point.

Autocephalous Patriarchates[edit | edit source]

Autocephalous Patriarchate

Autocephalous Patriarchate international organizations can be created by countries that have one of the following primary religions: Orthodoxy, Miaphysitism, Nestorianism and Strigolnichestvo. Countries that have one of these religions as primary religion can join an Autocephalous Patriarchate for the cost of 20 Religious Influence, even if the international organization was created by a country with a different primary religion. New Autocephalous Patriarchate international organizations can be created by countries that have the Kingdom or Empire country rank and at least 80 Prestige and costs 80 Religious Influence.

The leader of an Autocephalous Patriarchate gain +0.05 Monthly Prestige and Government Power.

Autocephalous Patriarchate international organizations have 8 laws. All laws can be revoked at the cost of 50 Stability, except Nature.

  • Nature tenet.png Nature (set according to the religion and cannot be changed)
  • Christology.png Christology
  • Liturgical practices.png Liturgical Practices
  • Essence tenet.png Essence
  • Person tenet.png Person
  • Prosopon tenet.png Mask
  • Christological debates tenet.png Christological Debates
  • Double sabbath tenet.png Double Sabbath

Every Autocephalous Patriarchate has a seat, which is the location where it was created. If another country conquers the seat of an Autocephalous Patriarchate, it will be given the following options:

  • Destroy the Autocephalous Patriarchate. This will give −50 Opinion with every member of the destroyed Autocephalous Patriarchate, but if they were a member of another Autocephalous Patriarchate they will gain +20 opinion with every member of their Autocephalous Patriarchate. The country will gain the Destroying Heathen Autocephalous Patriarchate permanent modifier.
  • Maintain the Autocephalous Patriarchate. If the country has the same primary religion, this will not have any effects. If the country has a different primary religion, it will gain the Maintaining Heathen Autocephalous Patriarchate permanent modifier.

Hindu Branches[edit | edit source]

Hindu Branch

Hindu Branches are 4 international organizations available to countries that have Hinduism as their primary religion. These countries will unlock the Join Branch religious action, which costs 50 Stability and allows them to join one of international organizations. Once joined, the international organization cannot be left but after 10 years the country can use the religious action action to join a different Hindu Branch, which will remove it from the previous one. All Hindu Branches have no leader and the Tradition law, which is locked to the policy with the same name as the international organization.

  • IO shaivism.png Shaivism
  • IO hindu branch.png Shaktism
  • IO smartism.png Smartism
  • IO vaishnavism.png Vaishnavism

Vaishnavism adds the option to activate and deactivate avatars in the Religion tab. Both options cost 10 Prestige. In order to activate an avatar, the country much own or be allied with the owner of a Hindu holy site.

Avatar Holy site Avatar effects Description
Matsya Bangalore Global monthly development.png +1% Monthly development growth
Matsya is the first Avatar of Viṣṇu, represented as a fish. He is thought to protect from floods and aquatic animals.
Kurma Kalingapattanam Global defensive.png +5% Fort defense
Kurma is the second Avatar of Viṣṇu, represented as a turtle or tortoise. He is equated to the World-Turtle that supports the world on its shell, and is revered for his steadiness and firmness.
Varāha Tirupati Stability cost.png −5% Stability investment cost
Varāha is the third Avatar of Viṣṇu, represented as a boar. He is revered for lifting the Earth out of the sea and bringing order from chaos.
Narasiṃha Ahobalam Global hostile attrition.png +0.5 Hostile attrition
Narasiṃha is the fourth Avatar of Viṣṇu, represented as a lion. He is revered as the destructor of evil and protector against persecution.
Vāmana Kochi Resource legitimacy.png +0.05
Government power
Based on government type:
  • Resource legitimacy.png Legitimacy if Monarchy
  • Republic.png Republican Tradition if Republic
  • Theocracy.png Devotion if Theocracy
  • Steppe horde.png Horde Unity if Steppe Horde
  • Tribe.png Tribal Cohesion if Tribe
Vāmana is the fifth Avatar of Viṣṇu, represented as a dwarf. He is revered for vanquishing the usurper Bali and returning the rule of the Heavens to Indra.
Paraśurāma Udupi Monthly army tradition.png +0.01 Monthly army tradition
Paraśurāma is the sixth Avatar of Viṣṇu, represented as a warrior. He is revered for fighting against tyrannical and oppressive kings.
Rāma Awadh Global monthly literacy.png +0.01% Monthly literacy
Rāma is the seventh Avatar of Viṣṇu, and one of the most popular ones. He is the prince acting as the central figure of the epic Rāmāyaṇa, and is considered to embody the characteristics of the ideal person and the best follower of the Dharma.
Kṛṣṇa Puri Global estate target satisfaction.png +2.5 Estate satisfaction equilibrium
Kṛṣṇa is the eight Avatar of Viṣṇu, and one of the most worshiped among all Hinduism. He is the god of compassion, protection, and love.
Buddha Gaya Tolerance heathen.png +0.5 Tolerance of heretical and heathen beliefs
Siddhartha Gautama, the historical Buddha, is considered the ninth Avatar of Viṣṇu in Hinduism. He is revered for deceiving the Asuras with his teachings and making them abandon the Dharma, thus assuring the victory of the Devas.

Smartism adds the option to favor and stop favoring a god in the Religion tab. Both options cost 10 Stability. Depending on which god is favored, the country will receive bonuses or penalties:

  • A large bonus is given if either the god is worshipped or none of the gods are worshipped, but the country owns a Hindu holy site associated with the god
  • A small bonus is given if none of the gods are worshipped and the country does not own Hindu holy site associated with the god
  • A penalty is given if another god is worshipped
God Effect when favoring them Effect when favoring nobody Effect when favoring another god
Gaṇeśa icon
Gaṇeśa
Gaṇeśa is a major god in Hinduism, usually represented with an elephant head and revered as a bringer of luck and wisdom.
  • Global devastation recovery.png +0.5% Prosperity recovery
  • Global monthly literacy.png +0.01% Monthly literacy
Global devastation recovery.png +0.1% Prosperity recovery
  • Global devastation recovery.png −0.5% Prosperity recovery
  • Global monthly literacy.png −0.01% Monthly literacy
Śakti icon
Śakti
Śakti is a major goddess in Hinduism, revered as the fundamental cosmic energy. She is worshiped as the supreme goddess or Devī in Shaktism, and many other goddesses are worshiped as different aspects of Śakti. Some of them can even take many other forms themselves.
  • Global monthly prosperity.png +0.2% Monthly prosperity
  • Discipline.png +3% Monthly prosperity
Global monthly prosperity.png +0.1% Monthly prosperity
  • Global monthly prosperity.png −0.2% Monthly prosperity
  • Discipline.png −3% Monthly prosperity
Śiva icon
Śiva
Śiva is one of the main gods of Hinduism, and the supreme being in Shaivism. He is the patron of asceticism and yoga.
  • Global population growth.png +0.03% Population growth
  • Global life expectancy.png +2 Character life expectancy
Global population growth.png +0.03% Population growth
  • Global population growth.png −0.2% Population growth
  • Global life expectancy.png −2 Character life expectancy
Sūrya icon
Sūrya
Sūrya is the Sun goddess in Hinduism, and one of the main deities of Smartism.
  • Army movement speed.png +10% Army movement speed
  • Global hostile attrition.png +0.5% Hostile attrition
Army movement speed.png +5% Army movement speed
  • Army movement speed.png −10% Army movement speed
  • Global hostile attrition.png −0.5% Hostile attrition
Viṣṇu icon
Viṣṇu
Viṣṇu is one of the main gods of Hinduism, and the main one in Vaishnavism. He is regarded as the supreme being, manifesting himself on earth in the form of his ten avatars.
  • Global defensive.png +5% Fort defense
  • Stability cost.png −10% Stability investment cost
Stability cost.png −5% Stability investment cost
  • Global defensive.png −5% Fort defense
  • Stability cost.png +10% Stability investment cost

Buddhist Sects[edit | edit source]

Buddhist Sect

Buddhist Sects are international organizations available to countries that have Buddhism as their primary religion. Countries that have Shintō as their primary religion will also gain access to Buddhist Sects if they have the Favoring Buddhist Schools modifier. Countries that have Eastern Buddhism or Sānjiào as their primary religion can join up to 3 Buddhist Sects, while other countries can only join one.

Every Buddhist Sect has a Favor value, which ranges from 0% to 100% and changes depending on how many members it has and how many locations its members own compared to other sects. Every member of a Buddhist Sect received a bonus to Monthly Prestige and Karma that scales with the sect's Favor. Countries that have Buddhism as their primary religion can pay 10 Prestige to promote or stop promoting a sect, which will greatly increase the sect's Favor. The same countries can also pay 10 Government Power to disfavour and stop disfavouring a sect, which will greatly decrease the sect's Favor and prevent the country from joining the sect.

Buddhist Sects have no leader, and antagonism on members of the international organization is increased by 50%.

Jurchen Confederations[edit | edit source]

Jurchen Confederations are international organizations available to countries that have Tribe government types and a primary culture from the Jurchen culture group. Members of a Jurchen Confederation gain a bonus to their Tribal Cohesion that scales with the leader's population, while the leader also gains +10% Manpower and +30% Slave Raid Efficiency.

Jurchen Confederations have 11 laws. Most of them do not start with any policy.

  • Mutual defense law.png Mutual Defense
  • Mutual offense law.png Mutual Offense
  • Local administration.png Administration Law
  • Civil registration.png Bureaucratic Law
  • Unification law.png Unification Law
  • Tax obligations.png Clan Taxation Law
  • Formal script.png Formal Script Law
  • Economic framework.png Economic Law
  • Trade relations.png Trade Relations Law
  • Clan diplomacy.png Clan Diplomacy Law
  • Six ministries.png Court Etiquette Law

Members of a Jurchen Confederation will be removed from the international organization if they change government, unless they are the leader.

If Unification Law is set to the Bid for Unification policy, every member of the Jurchen Confederation will be given the option to either become a Vassal subject of the international organization leader or gain the Subject Broke Free casus belli on them for 4 years.

Italian Wars Leagues[edit | edit source]

During the Italian Wars situation, 6 new international organizations will form:

  • IO italian league 1.png First Italian League will be led by the most powerful settled independent country with the capital located within the region of Italy
  • IO italian league 1.png Second Italian League will be led by the second most powerful settled independent country with the capital located within the region of Italy
  • IO italian league 1.png Third Italian League will be led by the third most powerful settled independent country with the capital located within the region of Italy
  • IO foreign league france.png French League will be led by the most powerful settled independent country with the capital located within the region of France
  • IO foreign league iberia.png Iberian League will be led by the most powerful settled independent country with the capital located within the region of Iberia
  • IO foreign league hre.png Holy Roman League will be led by the leader of the Holy Roman Empire

The members of each international organization will not be able to increase their country rank to Empire, and its leader will gain the ability to intervene in war and enforce peace. Each international organization will have the Mutual Defense law, which starts set to Possible Defense, and the Mutual Offense law, which does not start with any policy. Subjects of the leaders of a league cannot leave the international organization unless they have less than 50 Loyalty.

References[edit | edit source]

  1. NDefines.NDiplomacy.ANTAGONISM_FOR_COALITION = 50 in Defines.
Mechanics
Realm CountryGovernmentParliamentEstateReformsLawsCharactersMissions
Economy & Research EconomyGoodsR.G.O.MarketBuildingPopulationAge
Diplomacy & Warfare DiplomacySubjectsInternational organizationWarfareCombatMilitary
The world LocationCultureReligionLanguageExplorationSituationsDisastersDiseases